A couple years back Microsoft took a step away from its hardcore flight-sim fanbase to entertain the masses. Crimson Skies was a barnstorming jolt of adrenalin set in an alternate timeline, featuring aerial hardware that made even fans of commercial airline simulations take notice. Now the sequel is preparing to land on the Xbox. If I didn't know better, I'd say that Microsoft was feeling some pressure from Nintendo's Rogue Squadron franchise. As in the RS games, you fly and dogfight in missions that range from simple escorts to seek and destroy extravaganzas. But unrestrained by licensing, Crimson Skies looks like it's able to take on much more interesting ground with far more freedom than you'll find behind the windscreen of a snowspeeder.
The first obvious pointer is the main character, Nathan Zachary. His introduction involves the back end of a losing poker game and an embarrassing morning after with a casino girl. While I'm neither advocating nor decrying this glamorization of the dissolute, it's nice to see that this post-Vice City world allows boozers of loose moral fiber to have equal representation in games. Nathan's a pretty constant presence through frequent voice-over, and is joined by a too-chatty female sidekick and numerous other characters.
The game background has thankfully carried over from the previous game. Setting up a post-WWI scenario that's as much Philip K. Dick as The Rocketeer, Crimson Skies posits an America divided, with groups like the Nation Of Hollywood and the Empire State vying for control of the skies and waterways. There's a lot of nifty production design that borders on seafaring steampunk, as island locations are marred by twisting girder constructs, and the rusting shells of broken airships freckle the coastline. But the key detail is that the skies are laden with technologically advanced planes and giant airships, all bearing powerful guns.
Nearing Cruising Altitude
Skies a couple of times already, but since we took to the clouds at E3 quite a few developments have been made. Earlier previews pointed out the roster of ten planes, and controls that are designed from the arcade out. In other words, anyone can play, and the emphasis is on quick, vicious and showy combat. Evasive maneuvers are made easy by the use of simple analog stick combos. Instead of propelling you along a railed track a la the Star Wars shooters, Crimson Skies gives you a playground and free reign. The demo shows off a couple of island vistas - the primary location is Sky Island, dominated by a large (and active) volcano.
The ability to fly anywhere is great, especially as primary and side missions are scattered across the landscape, and can be approached seemingly at any time. Planes and boats are all over the place, going about various and sundry business. But there's not much window-dressing here - if it's in the sky, you can make it fall. You'll end up shooting down plenty of targets for the cash they carry, which will help trick out your, er, glide. As detailed in earlier previews, taking a mission is as simple as flying near a flashing icon and hitting 'X'. The same goes for dropping into repair shops and swinging into your pad.
There's one large detail we haven't previously delved into, however. In addition to your cadre of winged fighters, you can also jump into any number of anti-aircraft guns during a mission. Your airship base bears several large guns, which can be accessed by flying near the ship in combat, hitting 'X' and picking a gun. Many missions seem to require that you flip back and forth between flight and the large artillery, and the game makes the transition quick and painless. Well, for you, not the other guy. Often there will also be opportunities to change planes mid-mission, adding to the open-ended feel of the game. As someone who's always been frustrated with the restrictions of many other arcade air shooters, Crimson Skies already feels great.